Merge branch 'master' of https://github.com/stepmania/stepmania into xcode5.1.1
This commit is contained in:
+1
-1
@@ -70,7 +70,7 @@ specialized controllers.</p>
|
|||||||
|
|
||||||
<p>However, we highly recommend at least these settings for decent performance:</p>
|
<p>However, we highly recommend at least these settings for decent performance:</p>
|
||||||
|
|
||||||
<p>On Windows, DirectX 8.0 is required in order to install StepMania. If DirectX
|
<p>On Windows, DirectX 9.0 is required in order to install StepMania. If DirectX
|
||||||
is not installed on your computer, the StepMania installer will abort the installation
|
is not installed on your computer, the StepMania installer will abort the installation
|
||||||
with a warning.</p>
|
with a warning.</p>
|
||||||
|
|
||||||
|
|||||||
@@ -5,4 +5,4 @@
|
|||||||
# have them pulled in for every 16-pixel font.
|
# have them pulled in for every 16-pixel font.
|
||||||
# xxx: we don't have 16px japanese or korean fonts
|
# xxx: we don't have 16px japanese or korean fonts
|
||||||
[main]
|
[main]
|
||||||
import=_Thai 16px,_misc 16px,_game chars 16px
|
import=_Thai 16px,_misc 16px,_game chars 16px,_ui chars 16px
|
||||||
|
|||||||
@@ -10,4 +10,4 @@
|
|||||||
|
|
||||||
# The characters in _game chars 16px are actually very large;
|
# The characters in _game chars 16px are actually very large;
|
||||||
# they'll look fine here, too.
|
# they'll look fine here, too.
|
||||||
import=_japanese 24px,_korean 24px,_game chars 16px,_misc 16px
|
import=_japanese 24px,_korean 24px,_game chars 16px,_ui chars 16px,_misc 16px
|
||||||
|
|||||||
Binary file not shown.
|
After Width: | Height: | Size: 456 B |
Binary file not shown.
|
After Width: | Height: | Size: 409 B |
@@ -0,0 +1,14 @@
|
|||||||
|
# The characters in this font are actually much larger than 16 pixels.
|
||||||
|
# The "16px" indicates what size uppercase letter this font is meant
|
||||||
|
# for, not necessarily the actual size of the characters.
|
||||||
|
|
||||||
|
[main]
|
||||||
|
0=24
|
||||||
|
|
||||||
|
# Don't load this font grayscale.
|
||||||
|
TextureHints=16bpp
|
||||||
|
|
||||||
|
Top=8
|
||||||
|
Baseline=24
|
||||||
|
|
||||||
|
map nextrow=0
|
||||||
@@ -150,16 +150,8 @@ local log_display_mt= {
|
|||||||
-- and hardcoded it into BitmapText.
|
-- and hardcoded it into BitmapText.
|
||||||
local message= tostring(mess.message):gsub("::", ":")
|
local message= tostring(mess.message):gsub("::", ":")
|
||||||
if params.IgnoreIdentical then
|
if params.IgnoreIdentical then
|
||||||
-- Use only the first line for comparison because the rest is
|
|
||||||
-- probably stack trace, with args that might vary uselessly.
|
|
||||||
self.width_tester:settext(message)
|
|
||||||
local lines= convert_text_to_indented_lines(
|
|
||||||
self.width_tester, self.indent, self.line_width, self.text_zoom)
|
|
||||||
for i, prevmess in ipairs(self.message_log) do
|
for i, prevmess in ipairs(self.message_log) do
|
||||||
self.width_tester:settext(prevmess)
|
if message == prevmess then return end
|
||||||
local prevlines= convert_text_to_indented_lines(
|
|
||||||
self.width_tester, self.indent, self.line_width, self.text_zoom)
|
|
||||||
if lines[1][2] == prevmess[1][2] then return end
|
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
if params.ReplaceLinesWhenHidden and self.hidden then
|
if params.ReplaceLinesWhenHidden and self.hidden then
|
||||||
|
|||||||
Binary file not shown.
+17
-2
@@ -823,9 +823,24 @@ bool Course::GetTotalSeconds( StepsType st, float& fSecondsOut ) const
|
|||||||
if( !AllSongsAreFixed() )
|
if( !AllSongsAreFixed() )
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
Trail* pTrail = GetTrail( st, Difficulty_Medium );
|
Trail* trail = GetTrail( st, Difficulty_Medium );
|
||||||
|
if(!trail)
|
||||||
|
{
|
||||||
|
for(int cd= 0; cd < NUM_CourseDifficulty; ++cd)
|
||||||
|
{
|
||||||
|
trail= GetTrail(st, (CourseDifficulty)cd);
|
||||||
|
if(trail)
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if(!trail)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
fSecondsOut = pTrail->GetLengthSeconds();
|
fSecondsOut = trail->GetLengthSeconds();
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -438,14 +438,14 @@ Actor *NoteSkinManager::LoadActor( const RString &sButton, const RString &sEleme
|
|||||||
if( !PushActorTemplate(L, sButton, sElement, bSpriteOnly) )
|
if( !PushActorTemplate(L, sButton, sElement, bSpriteOnly) )
|
||||||
{
|
{
|
||||||
// ActorUtil will warn about the error
|
// ActorUtil will warn about the error
|
||||||
return new Sprite;
|
return Sprite::NewBlankSprite();
|
||||||
}
|
}
|
||||||
|
|
||||||
auto_ptr<XNode> pNode( XmlFileUtil::XNodeFromTable(L) );
|
auto_ptr<XNode> pNode( XmlFileUtil::XNodeFromTable(L) );
|
||||||
if( pNode.get() == NULL )
|
if( pNode.get() == NULL )
|
||||||
{
|
{
|
||||||
// XNode will warn about the error
|
// XNode will warn about the error
|
||||||
return new Sprite;
|
return Sprite::NewBlankSprite();
|
||||||
}
|
}
|
||||||
|
|
||||||
LUA->Release( L );
|
LUA->Release( L );
|
||||||
@@ -460,7 +460,7 @@ Actor *NoteSkinManager::LoadActor( const RString &sButton, const RString &sEleme
|
|||||||
{
|
{
|
||||||
LuaHelpers::ReportScriptErrorFmt("%s: %s %s must be a Sprite", m_sCurrentNoteSkin.c_str(), sButton.c_str(), sElement.c_str());
|
LuaHelpers::ReportScriptErrorFmt("%s: %s %s must be a Sprite", m_sCurrentNoteSkin.c_str(), sButton.c_str(), sElement.c_str());
|
||||||
delete pRet;
|
delete pRet;
|
||||||
return new Sprite;
|
return Sprite::NewBlankSprite();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -1958,7 +1958,7 @@ void ScreenGameplay::UpdateHasteRate()
|
|||||||
{
|
{
|
||||||
if( !GAMESTATE->IsHumanPlayer(pi->m_pn) )
|
if( !GAMESTATE->IsHumanPlayer(pi->m_pn) )
|
||||||
continue;
|
continue;
|
||||||
fMaxLife = max( fMaxLife, pi->m_pLifeMeter->GetLife() );
|
fMaxLife = max( fMaxLife, pi->m_pLifeMeter->GetLife() );
|
||||||
}
|
}
|
||||||
if( fMaxLife <= m_fHasteLifeSwitchPoint )
|
if( fMaxLife <= m_fHasteLifeSwitchPoint )
|
||||||
GAMESTATE->m_fHasteRate = SCALE( fMaxLife, 0.0f, m_fHasteLifeSwitchPoint, -1.0f, 0.0f );
|
GAMESTATE->m_fHasteRate = SCALE( fMaxLife, 0.0f, m_fHasteLifeSwitchPoint, -1.0f, 0.0f );
|
||||||
|
|||||||
+11
-3
@@ -32,11 +32,19 @@ Sprite::Sprite()
|
|||||||
|
|
||||||
m_fTexCoordVelocityX = 0;
|
m_fTexCoordVelocityX = 0;
|
||||||
m_fTexCoordVelocityY = 0;
|
m_fTexCoordVelocityY = 0;
|
||||||
|
|
||||||
// An uninitialized sprite should be valid to display. -Kyz
|
|
||||||
Load(TEXTUREMAN->GetDefaultTextureID());
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// NoteSkinManager needs a sprite with a texture set to return in cases where
|
||||||
|
// the noteskin doesn't return a valid actor. I would really prefer to make
|
||||||
|
// Sprite::Sprite load the default texture, but that causes problems for
|
||||||
|
// banners on ScreenSelectMusic and videos on ScreenGameplay. So rather than
|
||||||
|
// dig through either of those, NoteSkinManager uses this special function.
|
||||||
|
Sprite* Sprite::NewBlankSprite()
|
||||||
|
{
|
||||||
|
Sprite* news= new Sprite;
|
||||||
|
news->Load(TEXTUREMAN->GetDefaultTextureID());
|
||||||
|
return news;
|
||||||
|
}
|
||||||
|
|
||||||
Sprite::~Sprite()
|
Sprite::~Sprite()
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -15,6 +15,9 @@ public:
|
|||||||
Sprite( const Sprite &cpy );
|
Sprite( const Sprite &cpy );
|
||||||
virtual ~Sprite();
|
virtual ~Sprite();
|
||||||
|
|
||||||
|
// See explanation in source.
|
||||||
|
static Sprite* NewBlankSprite();
|
||||||
|
|
||||||
virtual void InitState();
|
virtual void InitState();
|
||||||
|
|
||||||
void LoadFromNode( const XNode* pNode );
|
void LoadFromNode( const XNode* pNode );
|
||||||
|
|||||||
@@ -643,6 +643,10 @@ Function PreInstall
|
|||||||
|
|
||||||
old_nsis_not_installed:
|
old_nsis_not_installed:
|
||||||
|
|
||||||
|
; todo: this needs to be updated for DirectX 9.0c
|
||||||
|
; HKEY_LOCAL_MACHINE "Software\Microsoft\DirectX" "Version"
|
||||||
|
; 9.0c is "4.09.00.0904"
|
||||||
|
|
||||||
; Check for DirectX 8.0 (to be moved to the right section later)
|
; Check for DirectX 8.0 (to be moved to the right section later)
|
||||||
; We only use this for sound. Actually, I could probably make the sound
|
; We only use this for sound. Actually, I could probably make the sound
|
||||||
; work with an earlier one; I'm not sure if that's needed or not. For one
|
; work with an earlier one; I'm not sure if that's needed or not. For one
|
||||||
|
|||||||
Reference in New Issue
Block a user